int joy_get_button_state( int btn ) { if ((!joy_installed)||(!joy_present)) return 0; if ( btn >= MAX_BUTTONS ) return 0; joy_get_btns(); return joystick.buttons[btn].state; }
void joy_get_btn_down_cnt( int *btn0, int *btn1 ) { if ((!joy_installed)||(!joy_present)) { *btn0=*btn1=0; return; } joy_get_btns(); *btn0 = joystick.buttons[0].downcount; joystick.buttons[0].downcount = 0; *btn1 = joystick.buttons[1].downcount; joystick.buttons[1].downcount = 0; }
int joy_get_button_down_cnt( int btn ) { int count; if ((!joy_installed)||(!joy_present)) return 0; if ( btn >= MAX_BUTTONS ) return 0; joy_get_btns(); count = joystick.buttons[btn].downcount; joystick.buttons[btn].downcount = 0; return count; }
fix joy_get_button_down_time( int btn ) { fix count; if ((!joy_installed)||(!joy_present)) return 0; if ( btn >= MAX_BUTTONS ) return 0; joy_get_btns(); if (joystick.buttons[btn].state) { count = timer_get_fixed_seconds() - joystick.buttons[btn].timedown; joystick.buttons[btn].timedown = 0; } else count = 0; return count; }
int _do_slew_movement(object *obj, int check_keys, int check_joy ) { int moved = 0; vms_vector svel, movement; //scaled velocity (per this frame) vms_matrix rotmat,new_pm; int joy_x,joy_y,btns; int joyx_moved,joyy_moved; vms_angvec rotang; if (keyd_pressed[KEY_PAD5]) vm_vec_zero(&obj->phys_info.velocity); if (check_keys) { obj->phys_info.velocity.x += VEL_SPEED * (key_down_time(KEY_PAD9) - key_down_time(KEY_PAD7)); obj->phys_info.velocity.y += VEL_SPEED * (key_down_time(KEY_PADMINUS) - key_down_time(KEY_PADPLUS)); obj->phys_info.velocity.z += VEL_SPEED * (key_down_time(KEY_PAD8) - key_down_time(KEY_PAD2)); rotang.pitch = (key_down_time(KEY_LBRACKET) - key_down_time(KEY_RBRACKET))/ROT_SPEED; rotang.bank = (key_down_time(KEY_PAD1) - key_down_time(KEY_PAD3))/ROT_SPEED; rotang.head = (key_down_time(KEY_PAD6) - key_down_time(KEY_PAD4))/ROT_SPEED; } else rotang.pitch = rotang.bank = rotang.head = 0; //check for joystick movement if (check_joy && joy_present) { joy_get_pos(&joy_x,&joy_y); btns=joy_get_btns(); joyx_moved = (abs(joy_x - old_joy_x)>JOY_NULL); joyy_moved = (abs(joy_y - old_joy_y)>JOY_NULL); if (abs(joy_x) < JOY_NULL) joy_x = 0; if (abs(joy_y) < JOY_NULL) joy_y = 0; if (btns) if (!rotang.pitch) rotang.pitch = fixmul(-joy_y * 512,FrameTime); else; else if (joyy_moved) obj->phys_info.velocity.z = -joy_y * 8192; if (!rotang.head) rotang.head = fixmul(joy_x * 512,FrameTime); if (joyx_moved) old_joy_x = joy_x; if (joyy_moved) old_joy_y = joy_y; } moved = rotang.pitch | rotang.bank | rotang.head; vm_angles_2_matrix(&rotmat,&rotang); vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat); obj->orient = new_pm; vm_transpose_matrix(&new_pm); //make those columns rows moved |= obj->phys_info.velocity.x | obj->phys_info.velocity.y | obj->phys_info.velocity.z; svel = obj->phys_info.velocity; vm_vec_scale(&svel,FrameTime); //movement in this frame vm_vec_rotate(&movement,&svel,&new_pm); vm_vec_add2(&obj->pos,&movement); moved |= (movement.x || movement.y || movement.z); return moved; }
void main (void) { unsigned int t1, t2; int i, start, stop, frames; short bd1, bd2, bu1, bu2, b, x, y, bt1, bt2; key_init(); if (!joy_init()) { printf( "No joystick detected.\n" ); key_close(); exit(1); } timer_init( 0, NULL ); printf( "Displaying joystick button transitions and time...any key leaves.\n" ); i = 0; while( !key_inkey() ) { i++; if (i>500000) { i = 0; joy_get_btn_down_cnt( &bd1, &bd2 ); joy_get_btn_up_cnt( &bu1, &bu2 ); joy_get_btn_time( &bt1, &bt2 ); printf( "%d %d %d %d T1:%d T2:%d\n",bd1, bu1, bd2, bu2, bt1, bt2 ); } } printf( "\nPress c to do a deluxe-full-fledged calibration.\n" ); printf( "or any other key to just use the cheap method.\n" ); if (key_getch() == 'c') { printf( "Move stick to center and press any key.\n" ); wait(); joy_set_cen(); printf( "Move stick to Upper Left corner and press any key.\n" ); wait(); joy_set_ul(); printf( "Move stick to Lower Right corner and press any key.\n" ); wait(); joy_set_lr(); } while( !keyd_pressed[KEY_ESC]) { frames++; joy_get_pos( &x, &y ); b = joy_get_btns(); printf( "%d, %d (%d %d)\n", x, y, b & 1, b & 2); } printf( "Testing joystick reading speed...\n" ); t1 = timer_get_microseconds(); joy_get_pos( &x, &y ); t2 = timer_get_microseconds(); printf( "~ %u æsec per reading using Timer Timing\n", t2 - t1 ); joy_close(); key_close(); timer_close(); frames = 1000; start = TICKER; for (i=0; i<frames; i++ ) joy_get_pos( &x, &y ); stop = TICKER; printf( "~ %d æsec per reading using BIOS ticker as a stopwatch.\n", USECS_PER_READING( start, stop, frames ) ); }
void do_object_physics( object * obj ) { vms_angvec rotang; vms_vector frame_vec; //movement in this frame vms_vector new_pos,ipos; //position after this frame int iseg; int hit; vms_matrix rotmat,new_pm; int count=0; short joy_x,joy_y,btns; int joyx_moved,joyy_moved; fix speed; vms_vector *desired_upvec; fixang delta_ang,roll_ang; vms_vector forvec = {0,0,f1_0}; vms_matrix temp_matrix; //check keys rotang.pitch = ROT_SPEED * (key_down_time(KEY_UP) - key_down_time(KEY_DOWN)); rotang.head = ROT_SPEED * (key_down_time(KEY_RIGHT) - key_down_time(KEY_LEFT)); rotang.bank = 0; //check for joystick movement joy_get_pos(&joy_x,&joy_y); btns=joy_get_btns(); joyx_moved = (abs(joy_x - _old_joy_x)>JOY_NULL); joyy_moved = (abs(joy_y - _old_joy_y)>JOY_NULL); if (abs(joy_x) < JOY_NULL) joy_x = 0; if (abs(joy_y) < JOY_NULL) joy_y = 0; if (!rotang.pitch) rotang.pitch = fixmul(-joy_y * 128,FrameTime); if (!rotang.head) rotang.head = fixmul(joy_x * 128,FrameTime); if (joyx_moved) _old_joy_x = joy_x; if (joyy_moved) _old_joy_y = joy_y; speed = ((btns&2) || keyd_pressed[KEY_A])?SLOW_SPEED*3:(keyd_pressed[KEY_Z]?SLOW_SPEED/2:SLOW_SPEED); //now build matrices, do rotations, etc., etc. vm_angles_2_matrix(&rotmat,&rotang); vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat); obj->orient = new_pm; //move player vm_vec_copy_scale(&obj->velocity,&obj->orient.fvec,speed); vm_vec_copy_scale(&frame_vec,&obj->velocity,FrameTime); do { fix wall_part; vms_vector tvec; count++; vm_vec_add(&new_pos,&obj->pos,&frame_vec); hit = find_vector_intersection(&ipos,&iseg,&obj->pos,obj->seg_id,&new_pos,obj->size,-1); obj->seg_id = iseg; obj->pos = ipos; //-FIXJOHN-if (hit==HIT_OBJECT) ExplodeObject(hit_objnum); if (hit==HIT_WALL) { vm_vec_sub(&frame_vec,&new_pos,&obj->pos); //part through wall wall_part = vm_vec_dot(wall_norm,&frame_vec); vm_vec_copy_scale(&tvec,wall_norm,wall_part); if ((wall_part == 0) || (vm_vec_mag(&tvec) < 5)) Int3(); vm_vec_sub2(&frame_vec,&tvec); } } while (hit == HIT_WALL); Assert(check_point_in_seg(&obj->pos,obj->seg_id,0).centermask==0); //now bank player according to segment orientation desired_upvec = &Segments[obj->seg_id].sides[3].faces[0].normal; if (labs(vm_vec_dot(desired_upvec,&obj->orient.fvec)) < f1_0/2) { vm_vector_2_matrix(&temp_matrix,&obj->orient.fvec,desired_upvec,NULL); delta_ang = vm_vec_delta_ang(&obj->orient.uvec,&temp_matrix.uvec,&obj->orient.fvec); if (rotang.head) delta_ang += (rotang.head<0)?TURNROLL_ANG:-TURNROLL_ANG; if (abs(delta_ang) > DAMP_ANG) { roll_ang = fixmul(FrameTime,ROLL_RATE); if (abs(delta_ang) < roll_ang) roll_ang = delta_ang; else if (delta_ang<0) roll_ang = -roll_ang; vm_vec_ang_2_matrix(&rotmat,&forvec,roll_ang); vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat); obj->orient = new_pm; } } }
int do_slew_movement(object *obj, int check_keys, int check_joy ) { int moved = 0; vms_vector svel, movement; //scaled velocity (per this frame) vms_matrix rotmat,new_pm; int joy_x,joy_y,btns; int joyx_moved,joyy_moved; vms_angvec rotang; if (!slew_obj || slew_obj->control_type!=CT_SLEW) return 0; if (check_keys) { if (Function_mode == FMODE_EDITOR) { obj->mtype.phys_info.velocity.x += VEL_SPEED * (key_down_time(KEY_PAD9) - key_down_time(KEY_PAD7)); obj->mtype.phys_info.velocity.y += VEL_SPEED * (key_down_time(KEY_PADMINUS) - key_down_time(KEY_PADPLUS)); obj->mtype.phys_info.velocity.z += VEL_SPEED * (key_down_time(KEY_PAD8) - key_down_time(KEY_PAD2)); rotang.p = (key_down_time(KEY_LBRACKET) - key_down_time(KEY_RBRACKET))/ROT_SPEED ; rotang.b = (key_down_time(KEY_PAD1) - key_down_time(KEY_PAD3))/ROT_SPEED; rotang.h = (key_down_time(KEY_PAD6) - key_down_time(KEY_PAD4))/ROT_SPEED; } else { obj->mtype.phys_info.velocity.x += VEL_SPEED * Controls.sideways_thrust_time; obj->mtype.phys_info.velocity.y += VEL_SPEED * Controls.vertical_thrust_time; obj->mtype.phys_info.velocity.z += VEL_SPEED * Controls.forward_thrust_time; rotang.p = Controls.pitch_time/ROT_SPEED ; rotang.b = Controls.bank_time/ROT_SPEED; rotang.h = Controls.heading_time/ROT_SPEED; } } else rotang.p = rotang.b = rotang.h = 0; //check for joystick movement if (check_joy && joy_present && (Function_mode == FMODE_EDITOR) ) { joy_get_pos(&joy_x,&joy_y); btns=joy_get_btns(); joyx_moved = (abs(joy_x - old_joy_x)>JOY_NULL); joyy_moved = (abs(joy_y - old_joy_y)>JOY_NULL); if (abs(joy_x) < JOY_NULL) joy_x = 0; if (abs(joy_y) < JOY_NULL) joy_y = 0; if (btns) if (!rotang.p) rotang.p = fixmul(-joy_y * 512,FrameTime); else; else if (joyy_moved) obj->mtype.phys_info.velocity.z = -joy_y * 8192; if (!rotang.h) rotang.h = fixmul(joy_x * 512,FrameTime); if (joyx_moved) old_joy_x = joy_x; if (joyy_moved) old_joy_y = joy_y; } moved = rotang.p | rotang.b | rotang.h; vm_angles_2_matrix(&rotmat,&rotang); vm_matrix_x_matrix(&new_pm,&obj->orient,&rotmat); obj->orient = new_pm; vm_transpose_matrix(&new_pm); //make those columns rows moved |= obj->mtype.phys_info.velocity.x | obj->mtype.phys_info.velocity.y | obj->mtype.phys_info.velocity.z; svel = obj->mtype.phys_info.velocity; vm_vec_scale(&svel,FrameTime); //movement in this frame vm_vec_rotate(&movement,&svel,&new_pm); // obj->last_pos = obj->pos; vm_vec_add2(&obj->pos,&movement); moved |= (movement.x || movement.y || movement.z); if (moved) update_object_seg(obj); //update segment id return moved; }